Making a game for Android is no different than making a game for PC the zoo of configurations on PC is also staggering but games are still made.
Oh god.. Android is so so much worse right now - the same hardware can have different bugs depending upon the phone provider, never mind the Android version itself.
And the tools... oh god the tools... or lack there of... Ironically MS seem to be doing the best job of trying to sort this out with their Visual Studio extensions. Google have basically failed multiple times to get any sort of sane tooling together, and the phone vendors continue to do things to dick developers over.
I rocked up at my new job, around 9 months ago, and declared Android to be **** and that I would do everything not to touch bugs on it. Pretty much everyone said it couldn't be that bad... one by one they have worked on bugs and one by one they have realised just what a steaming pile of **** the OS is for developers to work with.
**** still gets produced, sure.. but **** me if I'll have any part in it until Google get their god damn house in order... shiiiit...
It may not matter to you but it matters to others, id software used it, Croteam used it, others are using it, you hated OpenGL but people still used it, you don't care about Vulkan but people will still use it.
As a selling point however it really doesn't matter a great deal; aside from 'future android mobile' Vulkan really lacks a USP - Windows/Xbox has D3D12, PS4 has its own API, Wii/WiiU their own, Apple is doubling down on Metal... so that leave Linux (vanishinly small market share) and Android, which, as noted, 'future'.
OpenGL persisted, but largely via legacy or people paying others to do the work - that's why Linux and OSX ports of things tend to be out souced to other companies.
Unreal Engine 4 supports Vulkan, Unity will support Vulkan, why? Is the most used engine for mobile games and low level API's for Android only vulkan.
I should look again at UE4's support, but I'm pretty sure it wasn't complete and was certainly completed by a contractor outside of Epic. Unity wise I know some guys who work there and thus I know full well where it stands on their roadmap.
While plenty of people have 'signed up' for Vulkan support, until the hardware and software hits the public expect people to continue rolling along with the OpenGL|ES support on Android and Metal on Apple (which is where the money is anyway).
Didn't knew that, about MGPU support, are you really sure about that?
"seems to be missing" you know that is different from "is missing" perhaps you didn't searched well enough? But i also don't know just messing with you.
It's not a huge major thing all told as you could do CFX with two compatible AMD cards, however afaik you currently can't mix and match AMD and NV; the hardware has to be compatible. (I think its the same as 'linked adapter' mode in D3D12, but with restrictions on devices.)
(Although it did put the breaks on an idea I had and was going to implement in the engine at work because of compatibility issues which might arise... so there is that I guess..)
Well, yes, that draw call thing is kinda the point of my documentation rant; I didn't believe it either, but when I went googling I ran in to the wall which is the sign-in bullshit.
Documentation, here is a matter of, if you really wanted you would find all the info you want, but you are already dismissing Vulkan initially so not having all the info in a single easy place just scares you away.
No, it doesn't "scare me away" it's about time usage and accessibility - basically if I can't trivially google your docs then you can **** off, my time isn't worth spending on signing up or trying to read what seemed to be a ****ing spec.
MSDN does it right; details, cross linking and easy to google - if I want to look something up don't make me go digging in a ****ing pdf file or sign up for something - not when a competing product, which was out before you, has everything out there to find with ease.
The choice continued the ARB tradition of brain dead decisions...
But there's plenty of info about implementing Vulkan, along the official documentation, there's youtube tutorials (not plenty of them but they exist), there's the AMD OpenGPU site with blogs about Vulkan, Nvidia i bet has also info on how to implement it has well, there's the khronos site and forum, if you want to ask questions, there's the Vulkan twitter feed, with news about releases and other info, and perhaps others i don't know, books will be eventually written as well, as they were for OpenGL, so supporting Vulkan is not a matter of documentation is a matter of will, and anyone that loves D3D and hates OpenGL, for example will certainly lack the will to learn or support Vulkan.
I like the way you think I don't know about these things

I have to keep abreast of this stuff, my job basically requires it.. but **** me they don't make it easy.
The official Khronos youtube videos... oh, those make me despair.. GDC content went up with messed up sound and no eta on when they would be fixed... useful when finally fixed however. Then they did a dev day recently, the sound quality was terrible; I could hear the audience more than I could the speaker and had to give up because my ears were bleeding.
The twitter feed, both Khronos and Vulkan generally feels more like marketing hugs than useful information... patting themselves on the back for being awesome in an undeserving manner.
I know about the GPU Open website, it covers both Vulkan and D3D12, which is how I knew about the intrinsics stuff from earlier
You are right, it is a matter of 'will' - and I wanted to do stuff with Vulkan because it had a few interesting ideas in there... but **** me they made it hard to get information which sucks the will to do anything with it.. and most professionals learn this **** on their time and apply it back at work so making it hard to support your API is just basically shooting yourself in the feet over and over again.
(And for the record, I started my 3D programming life with OpenGL, at this point I'd say I've been living the ARB/Khronos world for 17 years.. to start with OpenGL vs D3D was a discussion you could have.. but **** up after **** up it make it harder to come up with a reason to use it... Longs Peak being the nail in the coffin for me and that wasn't their last **** up at all. I wanted to support Vulkan, I followed its development as keenly as I followed Mantle and D3D12, despite the arcitects being the same people who declared for a year that 'OpenGL was the best way!' and dismissing Mantle/D3D12/lower level APIs as 'not required'... but they have made it hard... and frankly my time is just worth more... hell, I find writing forum entries to be a better use of my time than trying to penetrate the Vulkan docs.)
You call others anti-MS loonies but you are obviously a very fierce pro-MS, in the end i need to question as well your critical thinking and impartiality in this process.
No, I'm pro-making good choices in areas I care about.
So far MS are doing the best job of that which is why I'd use their stuff. They aren't perfect and there are areas were they could improve... but when it comes to programming support and documentation... they get **** done.
I've not arrived at this point by accident... as mentioned I started with OpenGL and cursed MS plenty when they did dumb things, I played with Linux and tried to code against X11 (mistake! *shudders*). I've used Android phones, supported OpenAL and pushed alternatives when it has seem like the best choice.
To misquote Tim Minchin, if you show me something better I will spin on a ****ing dime and embrace it.. I'm a pragmatist and have very little in the way of loyalty.
(I'll also be supporting out D3D12 and Vulkan code bases going forward at work... a position I put myself forward for in our team because I wanted to do such things... the Vulkan part is just going to be painful is all... *sigh*)